Dragon's Dogma 2
0 of 0

File information

Last updated

Original upload

Created by

Byaku

Uploaded by

byakuwu

Virus scan

Safe to use

Tags for this mod

About this mod

Tweaks various gameplay aspects like animations, recovery, dodging, parries, ... via script! Includes Fighter, Archer, Thief, Warrior, Mystic Spearhand & Wayfarer changes.

Requirements
Permissions and credits
Changelogs
This is an extended version of my other mod Parries UWU. I felt like I'll make a new mod for this, as Parries UWU is already a complete small package. This mod aims at changing various gameplay aspects like animations, animation chaining, recovery, parries, ... Everything via Script and with separately configurable features.

The core code for the dodges is "borrowed" from Lock-On Combat with Dodge created by alphaZomega. My dodge logic is also most definitely not as clean or thorough as his. It is compatible as long as you disable either dodge features (I think). The reason I reintroduced it is to be able to tweak certain behaviors applied to dodging, like f.e. animation canceling.

Big thanks to @beethy for the image!

Provides you with the disable Camera Reset logic used for setting up 2 Skill buttons on Controller.

This mod is a WIP, so with time, more gameplay adjustments will come. I also happily listen to ideas and implement them as long as I like it/know how to do it.

Requires Fluffy, _ScriptCore and REFramework!!!!!!!!!! Just drop it into your mods and enable -> done. If you are using Lock-On Combat with Dodge be sure to turn off either my, or his dodge logic (compatibility is wonky tho, some stuff doesn't work when combined). AND READ THE KNOWN ISSUES SECTION!!!!!

If you have issues, press the "Reset to Defaults" button and it should resolve itself most of the time (most likely caused through version update)!


Recommended Setup
This is just a personal recommendation, do what you want. You don't have to follow that. I repeat, this is only for people, that may be struggling with how to set up their controller-layout to be able to use 2 skill buttons and still have a button for a dodge, that doesn't interfere with other crucial gameplay mechanics!

Recommended Setup only means it's the recommended setup to start using a second Skill Button mod. It is not mandatory!!!!! Just adjust the bindings in the Script-UI to your actual Keybinds.

I'm only refering here to the in-game menu for key-binds. After you've sorted out what button does what there, you just bind it again in the script UI.
For example: you bound your vocation-key to R1, your skill button to L1 and intend to use R2 as your secondary skill button, then you do the stuff you need to do in the game keybind section. After that just enter whatever you've decided on into the Script-UI of my mod.

For a smooth experience, get the habit of stowing before trying to loot, the dodge only works with weapon drawn! This was the most clean solution I could think of to make it possible to always be able to use dodge with a single tap on controller and not break anything important.

I am using the following setup:
  • Skill-Button 1: R1
  • Skill-Button 2: R2 (how to setup for controller Setup by Zowbaid)
  • Vocation Action: L1 (This is the only important settings, as I have to manipulate Barge for Warrior and Gaurd for Fighter)
  • Grab L2
  • Stow Weapon R3
  • Reset Camera R2
  • Change the Interact button to Examine only (Circle-Button) (This is how you can use single-tap dodge on a controller, while not giving up any important button)
Button Definition:

  • Vocation-Key: the key you use for your vocation action (Barge on Warrior, Dodge on Thief, Aim on Archer, ...)
  • Skill-Button 1: the button you hold down to access your skills
  • Skill-Button 2: optional assignment for if you are using a Skill-Switcher mod and have a secondary button you can hold down for skill usage

Known issues
  • Can't change skill button assignment while the mod is enabled. To solve: disable Mod or use the "Enable Button Reassignment" checkbox if you have to edit your keybinds. Be sure to not just disable the lua script while on Warrior, your keybinds for the Vocation-Key as well as Camera Reset key will get removed. Disable the mod in the GUI properly. After you are done with Rebinding your keys, enable it again.
  • Related to the thing above, your Vocation-Key will be unbound while you are carrying a Greatsword. I sadly couldn't figure out how to read the User-Inputs reliably, so I had to resort to this!
  • Lock-On compatibility is wonky, no clue how to fix
  • Rearmament Button binding likes to crash games, specifically with magic bow and in combination with Transmogify. It varies per user, some have no issues, some crash. I'll try fixing it sometime

Gameplay Changes

General

  • Ever wanted to roam solo or with your pawn, but don't wanna bring tons of curatives & a mage? There you go. Added option to bind Anodyne to a Hotkey. This also lets you disable the Use Healing Item shortcut
  • Using stamina items feels unbalanced? Galvanize Hotkey let's you use an alternative way of stamina recovery. Also adds the option to disable Stamina Items from Shortcut
  • gives you access to a dodge (default Circle) (optional)
  • Dodges have a configurable stamina cost (optional)
  • added option to only dodge when there's nothing to interact with (optional) (EXPERIMENTAL) *you sadly still can dodge during talk animations
  • Added option to remove the unsheathe animation (no more double tapping) (optional) 
  • Added double press to dodge option (optional)
  • added special dodge option for all vocations (Formless Feint animation) (separately) (optional)
  • added dodge cancels (cancel animations by dodging) for all vocations (separately) (optional)
  • added option to break stuns, meaning you can set a hotkey to be able to break out of stagger animations at a configurable stamina cost (stamina cost configuration is per class) Also you don't have to worry about the button you pick (I f.e. am using the Grab-Button), as this only triggers during stuns (you could pick the dodge button, but I thought there might be situations where you just wanna mash dodge to get out asap instead of eating up lots of stamina

Parameter Configurations

  • made Knockdown time configurable from 9 to default 2.5 seconds

And before anyone asks: I'm able to set params via REF now (the stuff you usually have to download a pak for). So it's compatible with anything, but will overwrite the values (f.e. if you use They're Masterworks All - Job Correction Overhaul and he set the DownParam to 4, now it's overwritten with the 2.5 I decided on

Fighter 

My Fighter changes aim to make the class a true sword saint, instead of a sword and board dude.

  • cancel Skill animations with Guard (optional) Showcase
  • change your vocation action to Forbeding Bolt Combat Showcase Setting Showcase | huge shoutout to alphaZomega for figuring out how to cast shells!!
    With all the other tweaks the Spellsword dream finally comes true
  • new skill Tiger Sprint (optional) (Replaces Burst Strike with an stronger version)
  • new skill Crescent Moon (optional) (Upgrades Full Moon Slash lvl 2 to a stronger version)
  • new skill Riptide (optional) (Changes Gutting Skewer while climbing to Draw & Quarter)
  • new skill Reverse Impact (optional) (Upgrades Tusk Toss)
  • new skill Transient (optional) (Changes Flawless Guard to an improved version of Hindsight Slash while keeping the animation canceling properties of Flawless Guard
  • new skill Through and Through (optional) (Replaces Cloudward Slash with Dragoun's Foin)
  • new skill Heaven Flash (optional) (replaces the ground version of Gutting Skewer with Skydive into arial Gutting Skewer)
  • new skill Kurama Sword Dance (optional) (Replaces Riotous Fury with a stronger and flashier version)
  • new skill Night Rain (optional) (Replaces Shield Pummel with a lightning quick sword combo)
  • new skill Wild Furie (Replaces Hindsight Slash)

Parameter Configurations


  • set deflect params
  • set Hindsight Slash i-frame params for lvl 1 & lvl 2

Archer
  • added Replace Kick by Parry (the attack when you press Triangle) (optional) Parry Showcase

Thief


  • change Masterful Kill parry frames from the original (I think) 30 to 20-90 frames (configurable) (optional) Masterful Kill
  • added option to replace the vocation-action (dodge) with Masterful Kill (useable in air as well) (optional)
  • if dodge is enabled, allows you to use the Formless Feint dodge as your alternative option for the dodge button and lets you use it to cancel out of animations if you set check the corresponding checkbox to enable it (optional) Showcase
  • Added "new" Skill Cutting Wind & BoP option
  • added option to force Blades of Pyre to autododge the explosion (will cancel Formless Feint if active, you'll have to reactivate it)
  • Toggle to enable Formless Feint visual effect as Thief (only available if you use Formless Feint in fun (the Formless Feint showcase is outdated, check the one below))
  • I hate how Formless Feint works. So now there's an option to get the same skill, but in fun (optional) Formless Feint (everything from start to before the hit is an i-frame)

Warrior Showcase

  • Makes Tidal Wrath windup near instant (optional)
  • lets you configure Tidal Wrath parry frames
  • lets you adjust the normal and heavy attack animation speed (optional)
  • Enables animation canceling via Barge (optional). This option unbinds your Vocation-Button for the duration of carrying a Greatsword.
  • new skill replacement for Diluvian Strike (optional)
  • new skill replacement for Ravening Lunge (optional) 
  • Climbing Heavy Attack to Gut & Run (optional) (can be a bit wonky at times)
  • changes War Cry lvl 2 to Battle Roar
  • new skill Arc of Obliteration
  • new skill Mighty Onslaught (replaces the uncharged version of Heavenward Sunder)
  • new skill Whirlwind (replaces Razing Sweep normal & charged version)

Mystic Spearhand

  • Skiedragoun's Feste Perfect Dodge Frames extended by ~23 frames (optional) Showcase
  • If dodge is enabled, allows you to cancel animations (optional)
  • Lets you configure normal & heavy attack animation speed (optional) Speed adjustment

Parameter Configurations
  • set Forbeding Bolt charge duration for lvl 1 & lvl 2

Warfarer

  • added option to cancel skills with Rearmament (optional)
  • allows binding of Rearmament (optional) (compatible with True Warfarer) (Experimental, likes to crash game, specifically for magic bow and in combination with Transmogify. Also seems to vary between users, some have 0 issues, some get crashes)
    Fixed to finally be able to use all Rearmament features, without having to have it equipped
  • added option to configure stamina cost for Rearmament (optional)
Q&A
Q: Is it intended, that Formless Feint only moves in one direction (backwards)?
A: Sadly yes. The animation itself always moves backwards, so even if I did the work of letting you control the direction, it would still result in the backwards-dodge animation playing, even when moving forward. Once I figure out how to edit that it'll be adjusted in the mod. I still thought it's cool to have with the addition of canceling animations, as it now acts like the "Instant Reset" from DD1.
 -> Added that
Parameter Configurations

  • set deflect params
  • set Hindsight Slash i-frame params for lvl 1 & lvl 2